Custom Snapshot Data: INetworkSnapshot for s&box Joining Client Data Transfer
s&box Components can write and read custom data during the network snapshot process by implementing . The snapshot is sent to clients when they join a s&box mul…
Common s&box component gotchas — physics, networking, scene, and rendering pitfalls
Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
Cloud Assets: Using sbox.game Models, Textures, and Sounds in Your Project
s&box provides access to a large selection of cloud assets (textures, models, sounds) from sbox.game without manual downloading or mounting. Cloud Browser Drag …
Custom Assets: GameResource Definition with Inspector and Hotloading
Define custom asset types as in s&box. They provide inspector windows, are hotloaded in-game, and are stored as JSON files with custom extensions. Creating a Cu…
Shader Graph Getting Started: Visual Shader Editor in s&box
s&box Shader Graph is a visual scripting language that compiles to shader code. Accessible to beginners and useful for rapid prototyping by experienced shader d…
ComponentFlags: Hidden, NotSaved, NotNetworked, NotCloned — Controlling Component Behavior
ComponentFlags: Controlling Component Serialization, Networking, and Visibility is a flags enum on that controls how a component behaves in the editor, serializ…
Sandbox.VrAnchor
Sandbox.VrAnchor Locks VR player position. Overview VrAnchor locks the player's playspace to a GameObject's transform. Essential for seated VR, vehicles, and ro…
Custom Assets - s&box Documentation
Official s&box documentation for Custom Assets - user-defined resource types. Custom Assets allow defining new asset types for your game. GameResource is the ba…
Playing Sounds - s&box Sound Documentation
Playing Sounds s&box provides multiple ways to play audio. From simple one-shots to complex 3D spatial audio with full control. SoundEvent Create reusable sound…
s&box ManualLink: Logical link component
ManualLink Component API Reference ManualLink is a Component that creates a non-physics logical link between two GameObjects, used by the Linker tool to group u…
s&box HUD: UI scale factor
HUD Static Class HUD is an internal static class that provides a scale factor for UI elements based on screen resolution. It ensures UI elements scale proportio…
Multiplayer and Networking
Complete guide to multiplayer setup in s&box. Creating a Lobby Joining a Lobby Spawning Networked Players Host/Client Checks Connection Events Networked Object …
Storage (UGC)
Manage user-generated content, save games, and player creations. Creating Entries Entry Properties Reading Files Listing Entries Deleting Entries Steam Workshop…
SceneCamera: World-to-Screen, Screen-to-World, Render Hooks, and Camera Properties
SceneCamera: World-to-Screen, Screen-to-World, and Render Hooks is the main camera class in s&box. It wraps a native frustum and provides coordinate conversion,…
Sandbox: ToolMode system — creating custom Tool Gun modes
ToolMode System — Creating Custom Tool Gun Modes is the base class for all Tool Gun tools in Sandbox. Tools are components on the Toolgun and are enabled/disabl…
BulletConfiguration record struct
BulletConfiguration Record Struct Configuration for s&box bullet weapon behavior including damage, spread, and recoil. Properties Damage () - Base damage per bu…
Sandbox.BBox
Sandbox.BBox Axis-aligned bounding box. Overview BBox represents an axis-aligned box in 3D space. Used for collision, bounds checking, and spatial queries. Crea…
s&box IKillIcon: Kill feed icon interface
IKillIcon API Reference IKillIcon is an interface for components that can display a kill icon in the kill feed or other UI elements. Type Signature Property - T…
ToolMode SelectionPoint and Trace Helpers
ToolMode.SelectionPoint and Trace Helpers Helper methods and data structures for toolgun selection and placement. SelectionPoint Struct Trace Methods Placement …